Berserker's Descent is a visceral, hardcore Roguelite. Descend into The Source and engage in brutal melee combat.
All Reviews:
Positive (10) - 100% of the 10 user reviews for this game are positive.
Release Date:
Dec 14, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I want to add more content before I call Berserker's Descent finished, and will produce a better game if I know what the players want.”

Approximately how long will this game be in Early Access?

“Berserker's Descent should be out of Early Access by the end of September 2019.”

How is the full version planned to differ from the Early Access version?

“I'm looking at adding a final boss, and more content across the board. New special attacks, items, enemies, and trials. I'm also excited to balance the co-op so it will stay interesting in the long term for all players.”

What is the current state of the Early Access version?

“Right now Berserker's Descent is missing a solid ending. Aside from that, it's perfectly playable and stable. Every feature described in the "About This Game" section is already in the game, working great! Check that out for more information.”

Will the game be priced differently during and after Early Access?

“The price will not change when Berserker's Descent leaves Early Access. The game is in Early Access for a reason, and I don't want to push people into buying a game they don't like.”

How are you planning on involving the Community in your development process?

“I'll need to listen to the players to add the type of content that fits the game best, and bring up issues I couldn't notice myself.”
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Recent updates View all (6)

July 31


Fixed a horrible game-breaking bug where players without the old save data folder couldn’t progress past the tutorial. Deeply sorry to anyone this effected.
Since I’m pushing this out anyway, here’s some minor new stuff that made it into the build:

New music for the swamp Layer, pushing the other 3 songs back.
Gave Marchosias their “attack trigger” range back from the last update. Guarding their attack got tricky because it felt like they were waiting longer than they realistically should. Instead, they now do a quick dash backwards before charging. This gives you much more time to react to their aggression, and lets you do riskier attacks while they’re close and not aggro’d, but sometimes they’ll dodge your attacks.
Also gave the two Cube-Heads expanded “attack trigger” range, for a similar reason. Now their trigger box more accurately matches when you’d think that monster CAN attack you.
The player’s hurtbox is now extended forward even more than before while guarding, to make guarding more consistent. (This extended hurtbox is ignored if the attack is unblockable!)
Unblockable attacks now damage you for 3/4 normal damage while guarding, up from 1/4. Right now that’s just the Eye Lazers and spikes, but the next update will include more unblockable attacks.
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July 22

Wasteland Rampage no more! Update 0.970 Patch Notes

Massive visual overhaul, implementing real “perspective” camera 2.5D. These maximum settings are now much more demanding than the old maximum. Minimum settings are much faster, but worse looking than before (my netbook FPS went from 24->40 in combat!) Turning “High Spec” and “Full World” off sets the camera back to 2D, which is a MASSIVE performance boost.

And also, the name of the game is changing from Wasteland Rampage to Berserker's Descent

Remade loads of unfun Trials and added 4 completely new ones.
Increased the time it takes for enemy stun meters to begin “healing.” When you see the white flash that means they’re close to being stunned, now they’ll stay like that for 3.33 seconds instead of 1.66
Marchosias (4-legged guys) will get closer before lunging now, so it’s easier to interrupt them. Also very slightly reduced their running speed.
Stone Mask wasn’t very fun, so now it heals on melee kills, instead of counter hits.
Added 150 Max Health to the first room’s Giant Axe Goo boss.
Shaved 1 frame of input lag off of attacks, rolls, and some other animations I had set up incorrectly. This also fixes some obscure bugs.
Neutral Z/Weak’s knockback was greatly reduced, and Neutral X/Strong’s knockback was increased, so use Strong attacks for crowd control.
Remade the algorithm to decide when Health Orbs are spawned. How low your health is will matter more now. “How many orbs were spawned in this arena” will also matter more now.
Landing on slopes has more of an effect on your velocity now.
You can no longer out-run the loading of new level chunks and fall out of the world (big oops)
Increased the Special Combo grace period from 1.5 seconds to 1.75
Fixed a bug where successfully Dashguarding, then normal-guarding a new attack would restart the slide. (Normal guarding wouldn’t un-check the Dashguarding flag)
Rewrote the movement of the Lazer Eyes, it should be much easier to understand and predict now.
And ceilings are entirely gone now!
There’s now a half-second lockout when pausing the game, so you can’t spam the pause button for a “slow-mo” to dodge stuff.
Replaced most of the music with more catchy, energetic chiptunes.
Trying to cancel out of an attack too soon (buffering the action) will cause a little black flash right when you press the input. This will help with learning Perfect Cancel timing.
Improved/bugfixed menu navigation, quickly moving from one direction to another won’t do weird stuff anymore. (I wanted to ignore this for longer, but it made me delete my save, haha. Apologies to anyone else that may have happened to.)
(Controller menu navigation still feels bad for some reason, I’ll look into it.)
Fixed a bug where toggling any setting would also set Music and Sound Effect volume to its default.
Increased brightness on Player sprites, they were starting to blend into the background and enemies.
If you Perfect Cleared the boss, the Perfect Bonus message took priority over the Game Clear message... and you wouldn’t get Game Clear achievements (oops)

I’m sorry if the new visual changes aren’t to your liking, or if your computer was happier in the “middle ground” that’s gone now. I’d like to keep the old style in-tact but it would have a massive time cost for me, and performance cost for the game. If you want a refund for this reason, just explain the situation in the refund request. It should go through.

This update took much longer than I thought it would, and development in general has been taking longer than I thought it would. From now on, I won’t expand the scope anymore and do anything like this visual rework. My only plans now are to add some kind of meta progression like unlocking colors or pets, and finally fill out the content. So expect more items, Trials, and an enemy or two in the next update. I might save it all for the game release update, or I might not. Thanks for playing and supporting me!
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About This Game

Berserker's Descent is a visceral, hardcore Roguelite.
Descend into The Source and engage in brutal melee combat, making the most of your diverse attacks.
Tightly designed and balanced, combat is easy to pick up, and hard to master. Die, learn, and try again.
Play online with your friends or strangers.

Key Features:

  • As you delve deeper into The Source, you'll find new special attacks to augment your moveset. Will your keep your Netherlauncher to quickly juggle foes? Or equip a Hyper Grenade Throw for the pure explosive carnage?
  • You'll also equip unique items all with special effects. Buy the items that supplement your play-style, and combine them for devastating synergies.
  • Play long enough, and you'll learn advanced techniques to swing the fight in your favor. Perfect-Cancel to speed up your attacks, Dash-Guard out of harm's way, and aim your attacks precisely to change attack properties and deal more damage.
  • A variable difficulty meter makes sure you're playing to your limit at all times. If you can avoid getting hit, you'll multiply the souls earned for dispatching foes. Of course, enemies will also become more numerous, and aggressive.
  • Between the arenas, you'll dash and double jump through quick platforming challenges. The faster you are, the better the rewards.
  • Slay monsters together with simple lobby based online co-op.
  • Unlock new classes with different stats.

Mature Content Description

The developers describe the content like this:

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, General Mature Content

System Requirements

    • OS: Windows XP, Vista, 7, 8, or 10
    • Processor: Intel Core i5 2400
    • Memory: 2 GB RAM
    • Storage: 1 GB available space

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